Quote:
Originally Posted by Sachen
This topic is about summoners rift. Also you shouldn't have a summoner spell that only works on 2 mabye 3 champions out of over 100.
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The topic is about summoner spells in the SR forum. Ignoring the fact that a spell is more useful in a particular game mode fails is ignoring pertinent information as to why its viable in one situation (dom) vs another (SR).
All the spells "work" on all champs. What you should be focusing on is the discrepancy in value each of the spells have.
Flash would either need to be removed or gutted to the point of useless for it to disappear. It offers too much utility as both an offense and defensive positioning spell.
Ignite deals true damage as well as debuffing healing/regen. In SR it should be pretty apparent why this is so useful.
Smite - it's a jungler staple, not only does it help to secure buffs but also speed up jungle clear times.
Exhaust - it's the general debuff, so again, shouldn't be surprised this is common.
Cleanse - the long cd means folks can't rely on it to break every stun, but used effectively it can break the cc that would have otherwise gotten you killed.
Barrier - long cd makes it very unappealing as damage mitigation.
clairvoyance - the laning phase is better served with other spells, and as the laning phase has a huge impact on the rest of the game, taking this over another spell is hard to justify. Proper warding can really negate its usefulness as well.
Clarity - useful, but with skilled mana management, a player is better served with something else
Ghost - doesn't position instantly and doesn't get over walls like a flash. Not a bad choice pre level 12, and still viable on particular champs or in dom as mobility is so important.
Heal - I would guess it was better before I started. It's simply scales too weak to justify the long CD. If it worked more like a Soraka ult where a well-timed heal could turn the tide of a fight - then it be useful.